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Messages - B1nArY_001

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16
General / Off-Topic / Re: Lightmass worse for textures? *UDK bug?
« on: May 10, 2011, 11:01:00 PM »
You shouldn't have to "prepare" a texture for lightmass. If your texture source was jpg converted to a TGA or something like that then you risk posterization. Tweaking your lightmass settings and setting your lightmap resolution should keep it looking nice. Something is wrong with your lightmap settings, your lightmass settings or you are pulling your textures from a low quality source. Lightmass itself does not make your textures look bad if everything is configured properly and yes, build times are much much longer with lightmass enabled.

Edit: Configuring your lights' settings is also going to make a huge difference. Falloff, radius and brightness need to be set a little different when using lightmass, especially indoors.

17
General / Off-Topic / Re: Lightmass worse for textures? *UDK bug?
« on: May 10, 2011, 08:55:41 PM »
Parallax Mapping I think has been supported since DX8 or DX9, I don't remember which. It does not require DX10 or DX11.

As for the window question yes. For the curtains it's a bit more complicated in that the amount of illumination is determined by more factors such as the cloth and the volume of photons reflected and how much it disperses (scatters) the photons that pass through the material.

18
General / Off-Topic / Re: Lightmass worse for textures? *UDK bug?
« on: May 10, 2011, 08:44:02 PM »
Lightmass simulates photon bounces found in real life. For example - a light source outside of a doorway will project a bright spot into a room that is roughly the shape of the doorway (how precise this is, is determined by your lightmap resolution). In real life you would get more illumination inside the room due to photons bouncing of the floor, off walls and all over inside the room adding a slight ambient lighting to the room. Lightmass does exactly the same thing by calculating how photon emissions would bounce around providing this secondary illumination. This has an impact on how much your normal maps "pop" because it gives the lighting an omnidirectional quality and normal maps require directional light to create the illusion of depth where there is actually none. There is another type of mapping that can provide self occlusion based on a height map called parallax mapping that does not require directional lighting to create its' effect. Parallax mapping does however use more resources and has a few quirks of its' own such as distortion when viewed from certain angles and texture stretching on "extrusions" making its' uses very situational.

Here is a good example of parallax mapping. All the surfaces you see in this video are perfectly flat. There is no geometry being used to create these effects.

http://www.youtube.com/watch?v=01owTezYC-w

Edit: If you have a particular reason to want lightmass enabled you can always tweak the lightmass settings either in a Post Process Chain for the area or globally in the World Properties.

20
Public Discussion / Re: EMF and Motion Tracking vision.
« on: May 08, 2011, 11:59:54 AM »
At the moment none of the maps have much of anything that would logically affect tracking. There have been map concepts discussed that would or could have movement outside that of the players to conceivably affect tracking. That is not to say something like this is being implemented right now but the possibility for this certainly exists.

I could certainly see a map that was a factory or something similar where machines with moving parts could be activated by a spy to limit the use of tracking in a particular area that was dark enough to force the Merc to rely on EM or Torch being a nice dynamic to the gameplay. This would provide the spy with a chance to move more quickly than usual through an area provided he didn't use his suit and could avoid the Merc's light. Or it could provide a nice number of possible diversions depending on the map layout.

CT and PT touched a little bit on dynamic environments with things like cans placed in areas where they could be used as both a lure by a clever Spy or a trap for a careless Spy. The generators in Factory are another nice example, get careless and miss your target hitting a generator instead, you expose yourself. These along with boxes you could drop onto mercs were all very simple dynamics. Some things that provide more complex resources to the advanced level of players would be great.

The best tools aren't really gimmicks that can kill or disable the other team but instead the ones that make them second guess or hesitate buying the Spy his most valuable asset - time. Or in the case of the Merc, wasting the Spy's time.

21
Public Discussion / Re: EMF and Motion Tracking vision.
« on: May 08, 2011, 06:32:59 AM »
Spies have thermal. Where you have electricity you have heat. Even a battery that is producing it via a chemical reaction gives off heat when power is drawn from it.

22
Public Discussion / Re: BF3 Destruction + PS
« on: March 10, 2011, 11:53:51 PM »
All post related to this threads recent and complete deriailment have been removed along with the source of the problem. Feel free to continue the discussion.

23
~LOCKED~

24
General / Off-Topic / Re: Funny sheet thread
« on: February 28, 2011, 02:35:42 AM »
This poor bastard probably took a few hours to even figure out where he was after this.

http://www.break.com/index/awesome-russian-airbag-explosion

25
Public Discussion / Re: Voice communication options
« on: February 27, 2011, 04:02:49 AM »
So I disagree with Binary.

As this is my first post on the subject, I'm confused as to what we disagree on! :o

26
General / Off-Topic / Re: Help finding a game.
« on: February 25, 2011, 10:21:40 PM »
Reminds me of Line Wars. Pretty sure that's not the one you're looking for though.

27
General / Off-Topic / Re: The worst part of censorship is...
« on: February 25, 2011, 10:19:54 PM »


Just some black guy for us to ponder

Really... Locked.

28
General / Off-Topic / Re: I suggest a change
« on: February 25, 2011, 08:34:11 PM »
Moderating posts to keep threads "on track" just blocks the free-flow of information and ideas, which is the opposite of what forums are supposed to do. If you don't like where the conversation turned, then make a post to divert it back, or just stop reading the thread.

Free flow of information and ideas only applies where there's actual information or ideas being put forth. "Back To Topic" warnings from mods are only given when the thread is digressing over the course of multiple posts or turning into a flame war. Anyone who is a "regular" on these forums would remember "Ah yes that thread about Remote Hacking evolved into Weapon Types" but a new visitor who might be looking for information would not look in a Remote Hacking thread for Weapon Type information. Making a new thread does not break the flow of information or ideas, it keeps it organized and easy to browse for anyone, forum vet or forum newbie.

29
General / Off-Topic / Re: Need help with picking a cooler for my 8800gt
« on: February 22, 2011, 11:00:26 PM »
Read the thread title -> keep it within topic -> profit?

30
General / Off-Topic / Re: I suggest a change
« on: February 22, 2011, 10:55:51 PM »
<Polishes Ban-hammer>

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